February 5, 2026

1.2.0 Update

Hi all. Back to using the blog for updates. This update kind of got away from us, and getting the blog back working was problematic as well.

Please note the ability/armor balancing patch is going well, and I'm hoping to test Elite/Catacombs this weekend... Finally!

There's a tons of background changes being pushed too, which allow us to map faster, and we've brought on new help to get sprites added quicker. (Something Arc is terrible at.)

We really hope these fortune & threshold changes will still help new players / NPEs over time, without exp

This patch has some significant game changes hidden inside it, in regular line items. This will be one of the last game health patches, leading into larger updates that have been in the works for awhile, trial 5, catacombs & elite/finishing fishing.

A massive shout out to the team.

Aiming to test Elite this weekend.

Soft Thresholds

Thresholds are overall slightly higher, but players under it will still roll for loot, whereas top contributors are consistently rewarded with normal 100% rates.

  • Some Thresholds & Rates adjusted to compensate. (E.g, Eye, AR threshold scaled way more than others, and slightly went up overall in places.
  • Being under damage no longer disqualifies you from obtaining loot, but it does make it quite a bit rarer.
  • Rarity scales from 10% as likely if you barely damage the boss to normal rates once you hit the threshold.
  • UI for the damage counter will show your current multiplier for loot rates.

Cemetary Rework

The most important part is the chain link fences are now connected! Just kidding.

Cemetary has spent five or so testing sessions being revamped, and is now the core concept but much smoother and repeatable. The goal was to make it more grindable but still dangerous.

Cems will be limited to 50 people, and not poppable in the Nexus. This will most likely be a new policy for the first few days on release.

Fortune Swap Changes

This will be an ongoing problem we tackle. For now, the Plungerplonk set is being left alone, most likely tackled in the coming week. As we wanted to see how this plays out.

Fortune swapping leads to longterm leeching, and is.. unhealthy.

  • Ring of fortune - now ring of the unforunate.
  • Rabbit's foot now +10 fortune in inv.
  • Jackpot - now a crit ring, new passive.
  • Petrified Lophop - fortune now in passive, +4 per rabbit. Prot no longer protects rabbits.
  • Treasure robe - Fortune removes. Also now gives extra 5% gold from boss kills.
  • Slightly reduce crimson cloth drop rate.
  • AR Robe - Now has +7 fortune.

Boss / Content Changes

  • Lab room depth is slightly less
  • Allow for hp/mp pot healing properly working
  • Mildly Reworked Crawling Depths Boss fight
  • Gave HP and DMG increase to Puppet Master and the minions. Removed Random Damge.
  • Added ScaleHP4 to Asc OT & Davy
  • Added chance for Gold Cache, 1000 Gold, UOnrane Cache and Onrane Cache to Davy
  • Added ScaleHP4 to Supermutant Hideout & increased minion density during final boss fight.
  • Increased BaseHP of Shtrs enemies. Increased minion damage slightly and removed all instances of random damage.
  • Slightly Modified all 3 Shatts Bosses
  • Slightly Modified Ancient Depths Bosses and their HP Scaling.
  • Heavenly Rift Minions & Boss Base HP and Damage increased, HP Scaling Given to Riv
  • Base HP and Damage buff to HP of DR Terrible, Damage Increase to Minions of Madlab, DR Terrible now fires ONE shot. Watch out.
  • Base HP and Damage of Septavius and minions of UDL increased. Except the traps dont worry.
  • ScaleHP4 given to Varghus, DMG increased of specific shots, N's HP nerfed: 6000 --> 4000.
  • Murderous Megamoth HP increased and Damage Increased and gave her a basic but actual fight
  • Increased HP of Iegon and Iegon
  • QOL improvements to Asc TOP
  • Base HP and Damage of Thessal and minions of OT increased. Now the Sea Mares won't perma-lyze you too. Decreased amount of time to input Thessal's dialogue. Thessal now accepts 2 different phrases to get gifts. Will you experiment?
  • Ultra First had it's walls shortened
  • Ultra First has its zol tile phase fixed
  • Ultra First is ~15% more difficult
  • Gave Illu 3 new maps, maps now have 1 boss room per map and have slight differences to allow for quick differentiation and boss room finding. Should make clearing Illu's more efficient.
  • Red Demons now drop Crimson Showdown Portal @ a 50% chance. Flamer Kings now drop Crimson Caverns portal
  • Hades BASE HP decreased from 500k to 250k, given ScaleHP4 for @ 0.15 scaling. Goal: Make it so Hades is less tanky solo but not ran through in groups

Fishing

  • Top ten leaderboard added.
  • Ponds now reflect the exp rate modifier properly, and coins now reflect the modifier too.
  • Added toggles for fishing events. (One this weekend.)
  • Elemental Ruins now has a new secret location
  • Tomb of the Ancients now has a new secret location
  • Galactic Plateau has had it's pond expanded

Balancing

Mini Balancing Doc

Misc

  • Adjustment to the Master of the House proc chance since its tooltip and actual effect chance (yes, the effect was shadow nerfed and incorrectly updated previously) were inconsistent.
  • Implemented "Hit 'Em While They're Down" node properly client-side
  • Implemented "Flex Offenders" node properly server-side & client-side
  • Implemented "Minion Crusher" node properly client-side
  • Implemented "Boss Basher" node properly client-side
  • Implemented "Surging Power" node properly client-side
  • Implemented "Surging Attacks" node properly client-side
  • Fixed implementation of Malignant Slasher passive server-side
  • Fixed an error resulting in some attack skilltree nodes proccing more than the intended amount of times per projectile hit
  • Fixed Gargoyle Slayer projectile hitreg
  • Changed shuriken initial MP costs to be 20
  • There is now a 10 minimum MP cost on abilities, this is 1 for drakzix and magus
  • Zeal of the Far-Ranger now correctly tracks projectile count of your weapon for it's passive
  • Dark Land Ruination passive should now feel much more fluid
  • Surge now only drops to 0 if you take more than 5 damage from the source
  • Plungerplonk extra shot damage 65% -> 40%
  • "Loaded Garutious" Set bonus fixed
  • Hitting your interact key (default 0) will no longer refresh marketplace, gambcanuo, and battlepass windows
  • Gave more range to the finding enemy function for gem wand's passive
  • Dye commands no longer tell you to go to #ascended channel in discord
  • Fixed percussion shield's tooltip missing the bleed information
  • Saturn's Orbit rate of fire fixed
  • Darkroot quiver's set bonus passive is now implemented correctly
  • AR Tome is now implemented correctly
  • AR Tome is now implemented correctly
  • Sor Reactor can now also be charged in Zol Raids.